Skinwalker of Rillifane Rallathil
Amongst the followers of the Leaflord, all venerate the forest and seek to protect it from those who would harm it. However there are those who take their role as protectors of the forest that step further. The will actively seek out and hunt down those who harm or defile the forests pursuing them even beyond the borders of their woodland fastnesses. These dedicated followers are named Skinwalkers.
Given the task of protecting the out of the way sacred places in the forests and bringing the justice of the Wild One to the foes of those who cannot protect themselves, Skinwalker are often loners who travel from place to place in pursuit of their duties. Sometimes they settle in a certain area though and guard it fiercly, or make short term alliances with like minded individuals or groups.
Most Skinwalkers come from the ranks of druids or rangers, though many are clerics as well, though occassionally paladins will take this role as well. Those from the druidic background tend to emphasis the nurturing aspect of nature, rangers the punative aspect, while clerics often gravitate to protecting the sylvan folk of the forests.
- Hit Dice:d8.
To qualify to become a Skinwalker, a character must fulfil the following criteria.
- Feats: Forester, Track
- Patron: Rillifane Rallathil.
- Skills: Knowledge(Nature) 8 ranks, Knowledge(Religion) 4 ranks, Wilderness Lore 8 ranks
- Spells: Able to cast 3rd level Divine spells.
The Skinwalker's class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature), Knowledge (Religion), Profession (Wis), Scry (Int), Spellcraft (Int), Swim (Str) and Wilderness Lore (Wis).
- Skill Points at Each Level: 4 + Int modifier.
All of the following are features of the Skinwalker prestige class.
- Weapons and Armour Proficiency:
Skinwalkers gain no proficiency in any weapon or armour.
- Spells per Day/Spells Known:
A Skinwalker's training focuses on divine spells. Thus, when a new Skinwalker level is gained, the character gains new spells per day as if she had also gained a level in whatever divine spell casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats or so on). This essentially means that she adds the level of Skinwalker to the level of whatever divine spellcasting class the character has, then determines spells per day accordingly. If a character had more than one divine spellcasting class before she became a Skinwalker, she must decide which class she adds each level of Skinwalker for the purposes of determining spells per day.
- Sap (Sp):
At 1st level the Skinwalker gains the spell-like ability, Sap, which coats everything within the area of effect in tree sap, usable once per day. After the spell is cast, any creature caught within the area of effect, a 10x10 ft area, slows to half its movement rate while in the affected region. Any creature caught within the area of effect must make a successful reflex saving throw or be covered in the sticky substance. Those who succeed can reach the nearest unaffected surface at the end of the round, although their movement rate is also reduced to half normal while within the area of effect. Those who fail their saves have their movement rate reduced to 5 and have their Dexterity reduced by half. Casting spells, employing magical items requiring any sort of movement, or launching any sort of physical attack is impossible while under the effect of this spell. In addition to any lost bonues (because of lower Dexterity), the creature incurs a -2 AC penalty. Winged creatures and those employing magical items such as wings of flying cannot fly while within the affected area.
A free action spell or ring or similar effect negates the effects of the sap spell for the affected individual only. Thoroughly dousing an individual covered in sap with wine also ends the effect. This spell-like ability lasts 3 rounds + 1 round per level.
- Wild Feat:
At 1st level, a Skinwalker gains a bonus feat, chosen from the following list: Resist Poison, Stealthy, Survivor, Toughness, Treetopper.
- Totem Shape:
At 2nd level, a Skinwalker chooses a totem animal and gains the ability to transform into it once per day. As the Skinwalker advances in level she can transform more often. This ability works in the same way as a druid's wild shape and can stack with that ability. Typical totem animals are; bears, cath shee, cooshee, coyotes, crows, foxes, hawks, otters, raccoons, rabbits, lynxes, and mountain lions. Other forms are possible with the GM's permission, but never wolves. Once a totem animal is selected, it can never be changed.
- Acorn Barrage:
- Banish Blight:
- Amber Prison:
- Tree Stride:
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+2||+0||+2||Sap, Wild Feat||+1 level of divine spellcasting class|
|2nd||+1||+3||+0||+3||Totem Shape 1/day||+1 level of divine spellcasting class|
|3rd||+2||+3||+1||+3||Acorn Barrage||+1 level of divine spellcasting class|
|4th||+3||+4||+1||+4||Totem Shape 2/day||+1 level of divine spellcasting class|
|5th||+3||+4||+1||+4||Banish Blight||+1 level of divine spellcasting class|
|6th||+4||+5||+2||+5||Totem Shape 3/day||+1 level of divine spellcasting class|
|7th||+5||+5||+2||+5||Amber Prison||+1 level of divine spellcasting class|
|8th||+6||+6||+2||+6||Totem Shape 4/day||+1 level of divine spellcasting class|
|9th||+6||+6||+3||+6||Tree Stride||+1 level of divine spellcasting class|
|10th||+7||+7||+3||+7||Totem Shape 5/day||+1 level of divine spellcasting class|